In this blog post I want to talk about the research and development results for a library that I started working on more than a year ago - TensorFrost. Under the hood it’s a static optimizing tensor compiler with a focus on being able to do more “shader-like” things while still keeping the ability to do high level linear algebra for ML in Numpy-like syntax with automatic differentiation support.…
When thinking about renders of things like warp drives and black holes we usually just expect to see a simple approximation or an artist rendition, assuming the math required to pull off something accurate would require someone with at least a PhD in Mathematical Physics. Which I won’t tell that its completely untrue, but in this blog post I’ll try to explain a way to do quite accurate…
In this blog post I’ll explain this advection algorithm and how to use it to make advanced fluid simulations like the ones I made, including Paint streams and Everflow. Before starting, I should give a big thanks to my friend Wyatt for giving useful suggestions on building this algorithm.